Yargin

Albrecht Kerkovian's page

41 posts. Alias of BudFox.


About Albrecht Kerkovian

Backstory:

Fitting that a member of the Twisting Tree should be a woodworker. Much like his adherence to his faith, Albrecht likes clean lines, tight, firm joints and smoothly sanded and oiled finishes … and when appropriate, intricate decorations that complement but do not overwhelm a piece. In his mind, form follows function. As a tradesman and merchant, his love of carpentry is only matched by fascination with commerce and the order that the ‘unseen hand’ exerts on the world through the crafting and trading or wares.

Albreacht’s family emigrated from Ustalav to Molthune a few generations ago, around the time that the renewed civil wars in the western provinces began. After several members of the extended family were killed in a raid, his great, great grandfather decided it would be safest if they resettled elsewhere s. He found work as a carpenter, which eventually set up the lineage for the profession that Albrecht now holds.

While not entirely unattractive, he never seemed to attract nor have time for a wife. Rather he has devoted himself to his work – originally carpentry, but as of late more and more time has been spent on assisting the hands of fate with the order of things – watering here, nipping there ...

Appearance

Thick, wiry shoulder length blond hair with full sideburns that frame his face, punctuated by a broad, yet pointed nose and deep set laugh lines that bely his young age. 26 Years old, 5’11 inches Tall, 170 lbs.

Character Sheet

__________________________ GENERAL__________________________

Male Half-Elven Inquisitor (Abadar – Travel Domain) Level 2
Alignment: neutral
HP: 16/16 (1d8+2) [Level 1,2 Favored Class Bonus]

STR: 14 [+2 modifier]
DEX: 14 [+2 modifier]
CON: 10
INT: 14 [+2 modifier]
WIS: 18 [+4 modifier] (+2 racial bonus)
CHA: 10

Initiative +8 = +2 [DEX] +4 [WIS Cunning Initiative Inquisitor Lvl. 2] +2 [Trait: Elven Reflexes]

Favored Classes: Inquisitor, Fighter

Faith:Abadar: Travel Domain

__________________________ DEFENSE __________________________

AC 16 = 10 + 6 [MW Breast Plate]
Touch 12
Flat-Footed 16

Fortitude Save +3 = 3 [base] +0 [Con]
Reflex Save +2 = 0 [base] +2 [Dex]
Will Save +7 = 3 [base] +4 [Wis]

__________________________ OFFENSE __________________________

Speed: 40ft (8 Squares) 30ft with armor (6 squares) [+10’ Travel Domain Bonus]

Basic Melee Attack +1 [+4 with MW Heavy Mace – Weapon Focus ]
Basic Ranged Attack +1

CMB +3 = 0 [BAB] +1 [Str] +2 [size]
CMD +13 = 0 [BAB] +1 [Str] +2 [Dex] +0 [size] + 10

_________________ Spells _________________

Spells per day:

Level 1: 1+1[WIS]

Level 0 Orisons

Detect Magic
Disrupt Undead
Guidance
Light
Sift

Level 1

Detect Undead
Divine Favor
Cure Light Wounds
True Strike

_________________ Feats, Skills and Special Abilities _________________

Traits

Twisted Disguise (Campaign): You receive a +2 bonus to either profession/Craft/Perform/Disguise, and an addition +1 every 4th level after that.

Elven Reflexes: ’ One of your parents was a member of a wild elven tribe, and you’ve inherited a portion of your elven parent’s quick reflexes..’ You gain a +2 trait bonus on Initiative checks.

Signaler (Molthune): ’ By watching Imperial troops, you know how to use flags, smoke signals, and other methods to send secret messages.’ You gain a +5 trait bonus on Bluff checks to receive secret messages and a +5 trait bonus on Sense Motive checks to intercept messages.

Feats:

Weapon Focus Gain a +1 bonus on all attack rolls you make using a Heavy Mace.

Skill Focus: Use Magical Device +3 (Racial bonus feat)

Skills:

Total + Ability Mod. + Ranks + Misc.

Skill Ranks: 6 [Inquisitor] +2 [INT]

Acrobatics +2 = DEX 2+0+0
Appraise +2 = INT 2+0+0
*Bluff +4 = CHA 0+1+3 [1 Rank]
*Climb +6 = STR 2+1+3 [1 Rank]
*Craft +2 = INT 2+0+0
*Diplomacy +5 = CHA 0+1+3+1 [Trait: Ustalavic Noble] [1 Rank]
Disable Device +2 = DEX 2+0+0
*Disguise +6 = CHA 0+1+3+2 [Trait: Twisted Tree] [1 Rank]
Escape Artist +2 = DEX 2+0+0
Fly +2 = DEX 2+0+0
*Heal +4 = WIS 4+0+0
*Intimidate +4 = CHA 0+1+3 [1 Rank]
*Knowledge (Arcana) +6 = INT 2+1+3 [1 Rank]
*Knowledge (Dungeoneering) +6 = INT 2+1+3 [1 Rank]
Knowledge (History) +6 = INT 2+1+3 [1 Rank]
*Knowledge (Nature) +6 = INT 2+1+3 [1 Rank]
Knowledge (Nobility) +3 = INT 2+0+0+1 [Trait: Ustalavic Noble]
*Knowledge (Planes) +2 = INT 2+0+0
*Knowledge (Religion) +6 = INT 2+1+3 [1 Rank]
Linguistics +2 = INT 2+0+0
*Perception +10 = WIS 4+1+3 +2 [Bonus Racial Keen Senses] [1 Rank]
Perform +0 = CHA 0+0+0
*Profession (Carpentry) +8 = WIS 4+1+3 [1 Rank]
*Ride +6 = DEX 2+1+3 [1 Rank]
*Sense Motive +8= WIS 4+1+3 [1 Rank]
Sleight of Hand +2 = DEX 2+0+0
*Spellcraft +2 = INT 2+0+0
*Stealth +6 = DEX 2+1+3 [1 Rank]
*Survival +4 = WIS 4+0+0
*Swim +6 = STR 2+1+3 [1 Rank]
*Use Magic Device +3 = CHA 0+0+0+3 [Skill Focus Bonus Racial Feat]

Special Abilities

Half-Elf

Low-Light Vision
Adaptability: Skill Focus (bonus feat)
Elf Blood: Half-elves count as both elves and humans for any racial effects
Elven Immunities: Immune to magic sleep. +2 to saves vs. enchantment
Keen Senses: +2 Perception
Multitalented: Choose two favored classes

Inquisitor

Domain – Travel:

Granted Powers : You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.

Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Judgment (Su): Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target's spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor's. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor's weapons in a divine light. The inquisitor's weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor's weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor's alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor's weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Languages: Common, Elven, Varisian, and Osirian [+2 INT]

__________________________ Equipment__________________________

Carrying Capacity:

Currently carrying: 89.0 lbs

Light Load: 58lbs.
Medium Load: 116lbs.
Heavy Load: 175lbs.
Lift Over Head: 175lbs.
Lift Off Ground: 350lbs.
Push or Drag: 875lbs.

Held/Worn Equipment:
MW Breast Plate (350gp) 30lbs [-1 Armor Check Penalty = -3]
Heavy Wooden Shield (7gp) 10lbs [Armor Check Penalty = -2]
Travellers outfit (1gp) 5lbs
MW Heavy Mace (312gp) 8lbs [+1 to Attack]
Long Bow (75gp) 3lbs
2x20 Arrows (2gp) 6lbs
Dagger (strapped to leg) (2gp) 1lbs

Belt and Pouch (1gp) 0.5 lbs
24gp, 6sp, 8cp

Backpack (10gp) 2lbs:
Bedroll (1sp) 5lbs
Chalk (2 pieces) (2cp)
Fishhooks (2) (2sp)
Grappling Hook (1gp) 4lbs
Small Steel Mirror (10gp) 0.5lbs
Rations 5 days (5sp) 5lbs
Rope 50' Silk (10gp) 5lbs
Sewing needle (5sp)
Waterskin (1gp) 4lbs